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FlipTransport

Description Ever drove your vehicle so fast around a corner that it flipped? Or your vehicle launched so far into the sky your friends lost sight of you? Well when the vehicle finally decides to come down from the sky and roll over on it's side or on it's back, you can flip it over back on it's wheels on your own with your handy dandy wrench! That's right! No more having to setup camp next to your turtled vehicle,… (more)

Description Ever drove your vehicle so fast around a corner that it flipped? Or your vehicle launched so far into the sky your friends lost sight of you? Well when the vehicle finally decides to come down from the sky and roll over on it's side or on it's back, you can flip it over back on it's wheels on your own with your handy dandy wrench! That's right! No more having to setup camp next to your turtled vehicle, you can flip that lazy POS over and keep on cruisin' down the roads of Chernarus! I chose the wrench to be the tool to flip vehicles since they're no real use for them currently and they're unrepairable by default, you can go forth from now on collecting wrenches and being the handy man you've always wanted to be! In recent, you're also able to push vehicles around; to effectively push a vehicle, make sure the engine is off and the vehicle is in neutral. Pushing a vehicle from behind or in front, will result in the vehicle getting pushed in the direction of the vehicle. This is pretty safe for servers that have Trader or mods with safezones, as pushing a vehicle that is in a gear other than neutral will result in very little to no movement of the vehicle. The hydraulic jack and traffic cone have been added into production, the jack will allow you to flip vehicles over without a wrench and with no time penalty. If you do not want the jack on your server, just don't add it to your types file. Showcase

Workshop 1832448183 · mod updated 2026-10-18 · analyzed 2026-10-18 00:32 UTC · history · 31 script files

MechanicsVehicle Workshop tags, chosen by the author

Stall risks
None found

No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.

Compatibility
Chain-safe

Every server-visible override preserves its chain.

Structural footprint 1.1
A
clean
Heavier than 59% of 328 scripted mods analyzed.

0.0026% of each server frame at 100 players (0.026 ms/s). Counts hook dispatch and timers only, not what the hooks do inside. Methodology.

Where this mod sits

Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 17 others share it. Ranked list.

10
20
30
40
  • 24 mods
    0.0000022 to 0.0000046 ms/s · grade A
  • 7 mods
    0.0000046 to 0.00001 ms/s · grade A
  • 1 mod
    0.00001 to 0.000022 ms/s · grade A
  • 1 mod
    0.000022 to 0.000046 ms/s · grade A
  • 37 mods
    0.0001 to 0.00022 ms/s · grade A
  • 26 mods
    0.00022 to 0.00046 ms/s · grade A
  • 33 mods
    0.00046 to 0.001 ms/s · grade A
  • 23 mods
    0.001 to 0.0022 ms/s · grade A
  • 13 mods
    0.0022 to 0.0046 ms/s · grade A
  • 10 mods
    0.0046 to 0.01 ms/s · grade A
  • 5 mods
    0.01 to 0.022 ms/s · grade A
  • This mod
  • 17 mods
    0.046 to 0.1 ms/s · grade A
  • 40 mods
    0.1 to 0.22 ms/s · grade A
  • 26 mods
    0.22 to 0.46 ms/s · grade A
  • 28 mods
    0.46 to 1 ms/s · grade A
  • 8 mods
    1 to 2.2 ms/s · grade A to B
  • 10 mods
    2.2 to 4.6 ms/s · grade B
  • 1 mod
    4.6 to 10 ms/s · grade B to C
A316
B11
C1
D0
E0
ms/s, log scale: each labelled step is ten times the one before. Letter grade and mods holding it below the axis.
Where the load comes from

Every-frame hooks carry 95% of this mod's structural load. 0.026 ms/s in all.

95%Every-frame hooks · 95%
1 hook · 0.025 ms/s
Event hooks · 4.6%
6 hooks · 0.0012 ms/s
Lifecycle hooks · <0.1%
1 hook · 0.000002 ms/s
Every-frame hooksrun every server frame 1 hook 0.025 ms/s 95% CarScript.OnUpdate
Event hooksrun when something happens: an inventory move, a hit, an action 6 hooks 0.0012 ms/s 4.6% ActionPushCar.ActionCondition, ActionPushObject.ActionCondition, BoatScript.SetActions and 3 more
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s <0.1% MissionServer.OnInit

Counts how often each hook is dispatched and how many timers stay alive, not what the code inside does. Some rates are order-of-magnitude estimates; the methodology lists which.

Where this mod runs often

Hooks on per-frame and high-rate surfaces, with what their bodies call. Body work, not the hook itself, is what costs frame time.

OnUpdate on CarScript
every server frame
no I/O, timers or RPC
SetActions × 3 classes
per event
no I/O, timers or RPC
ActionCondition × 2 classes
per event
no I/O, timers or RPC
OnRPC on DayZGame
per event
no I/O, timers or RPC
What this report can tell you

Which vanilla methods the mod hooks, which of them drop the chain, how often each hook fires, and which risky calls sit inside hot hooks.

What it cannot

How long hook bodies take, network cost, or engine-side load. Measured across live fleets, most server lag comes from the engine and world state, not mod script chains — a light footprint does not clear a mod of lag, and a heavy one does not convict it. Methodology.

Everything else

All 13 overrides

Surface is the dispatch tier the rubric can price (— = unpriced); server is whether the override exists on a dedicated server; super() shows whether the vanilla chain is preserved on a server.

methodsurfaceserversuper()where
ActionConstructor.RegisterActions — yes ✓ Scripts.pbo::4_World\FlipTransport\Classes\UserActionsComponent\ActionConstructor.c:3
ActionPushCar.ActionCondition T2 yes ✓ Scripts.pbo::4_World\FlipTransport\Classes\UserActionsComponent\Actions\Continuous\ActionPushCar.c:4
ActionPushObject.ActionCondition T2 yes ✓ Scripts.pbo::4_World\FlipTransport\Classes\UserActionsComponent\Actions\Continuous\ActionPushObject.c:4
BoatScript.SetActions T2 yes ✓ Scripts.pbo::4_World\FlipTransport\Entities\Vehicles\BoatScript.c:4
CarScript.OnInput — yes ✓ Scripts.pbo::4_World\FlipTransport\Entities\Vehicles\CarScript.c:6
CarScript.SetActions T2 yes ✓ Scripts.pbo::4_World\FlipTransport\Entities\Vehicles\CarScript.c:23
CarScript.OnUpdate T0 yes ✓ Scripts.pbo::4_World\FlipTransport\Entities\Vehicles\CarScript.c:53
DayZGame.OnRPC T2 yes ✓ Scripts.pbo::3_Game\FlipTransport\DayZGame.c:3
JMModuleConstructor.RegisterModules — yes ✓ Scripts.pbo::5_Mission\FlipTransport\GUI\COT\JMModuleConstructor.c:4
MissionServer.OnInit T3 yes ✓ Scripts.pbo::5_Mission\FlipTransport\GameLabs\MissionServer.c:6
ModItemRegisterCallbacks.RegisterTwoHanded — yes ✓ Scripts.pbo::4_World\FlipTransport\Entities\ManBase\DayZPlayer\DayZPlayerCfgBase.c:3
VPPAdminHud.DefineButtons — yes ✓ Scripts.pbo::5_Mission\FlipTransport\GUI\VPPAT\VPPAdminHud.c:4
Wrench.SetActions T2 yes ✓ Scripts.pbo::4_World\FlipTransport\Entities\ItemBase\Wrench.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
CarScript.OnUpdateT0 1000.0measured0.0248
DayZGame.OnRPCT2 8.0placeholder0.0002
ActionPushCar.ActionConditionT2 8.0placeholder0.0002
ActionPushObject.ActionConditionT2 8.0placeholder0.0002
Wrench.SetActionsT2 8.0placeholder0.0002
BoatScript.SetActionsT2 8.0placeholder0.0002
CarScript.SetActionsT2 8.0placeholder0.0002
MissionServer.OnInitT3 0.1placeholder0.0000

Includes 0.001 ms/s from placeholder-rated surfaces.

Load-order constraints (CfgPatches)

What each PBO declares: its addon identity and the addons it requires to be loaded first (requiredAddons). A partial load-order signal from the mod's own metadata.

GUI.pbo

  • FlipTransport_GUI — no requiredAddons

Gear.pbo

  • FlipTransport_Gear — requires DZ_Data

LanguageCore.pbo

  • FlipTransport_LanguageCore — no requiredAddons

Scripts.pbo

  • FlipTransport_Scripts — requires JM_CF_Scripts

census 1.1 · findings 1.1 · hash 40280f06748c7245